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View Full Version : D&D 5e/Next [5E D&D] Spell and Feature Tweaks/Fixes



Surrealistik
2014-08-25, 12:55 PM
(WIP)

Class Features:
Spell Mastery & Signature Spell (Wizard): Spell Mastery and Signature Spell switch level prerequisites; you get Spell Mastery at level 20 and Signature Spell at level 18.

Why: This is intended to force players to go pure Wizard in order to acquire use of the Shield spell in perpetuity; having unarmored defense/heavy armour + perpetual Shield is far too strong, to say nothing of Blur, Misty Step, Mirror Image, etc usage at will.


Eldritch Master, Revised (Warlock): "At 20th level, you can draw on your inner reserve of mystical power while entreating your patron to regain expended spell slots. While all of your Pact Magic spell slots are expended and you're not incapacitated, you may take 4d8 necrotic damage that cannot be reduced or prevented and ignores temporary hit points. If you do, you regain a Pact Magic spell slot. Your hit point maximum is reduced by the damage taken in this way until you take a long or short rest. This ignores any effect that would prevent your hit point maximum from being reduced."

Why: Eldritch Master was laughably weak in its initial form for a capstone, effectively acting as little more than a short rest for your pact spells only that was compressed into a span of 1 minute once per long rest.


Pact of the Chain, (Warlock):"Your familiars have a bonus to their attack rolls, skill checks, damage rolls, saving throws and DCs equal to the proficiency bonus that would be granted by your Warlock levels only, and have hit dice equal to the greater of their existing hit dice, or your Warlock level (their maximum HP equals the average roll of those dice, rounded up)".

Why: Allows Pact of the Chain to better scale with alternatives like Pact of the Tome.


Perfect Self, Revised (Monk): "At the start of each of your turns (or every 6 seconds outside of combat), you regain 1 Ki if you have less Ki than 8 minus the total Ki cost (if any) of any of your effects created by a Monk class feature with a minute duration or longer that are active."

Why: Perfect Self as it stands is too weak for a capstone that furthermore requires combat to benefit from. Further, this version of the capstone will be of value to a PC with much greater consistency, and allows a Monk to always be able to use some kind of Ki ability without trivializing the value of a short rest in relation to Ki acquisition.


Wholeness of Body, Revised (Monk):"
At 6th level, you gain the ability to heal yourself. As an Action, you can do one of the following:

Spend X Ki to regain hit points equal to 5 times X. If you were restored to maximum hit points in this way (your current maximum hit points if they were reduced), this effect also cures any diseases or poisons you're currently subject to.
Spend 4 Ki to subject yourself to the effects of the Remove Curse spell.

You must finish a short or long rest before you can use this feature again."

Why: The original version was anemically weak compared to abilities provided by alternative paths at the same class level.


Tranquility, Revised (Monk):
"Beginning at 11th level, you can enter a special meditation that surrounds you with an aura of peace. At the end of a long rest or short rest, or when you spend 3 Ki as an Action, you may gain the effect of a Sanctuary spell that lasts until the end of your next long rest (the spell can end early as normal). The saving throw DC for the spell equals 8 + your Wisdom modifier + your proficiency bonus or your Ki DC, whichever is higher."

Why: The original version was anemically weak compared to abilities provided by alternative paths at the same class level.


Action Surge (Fighter): "You cannot use actions gained via the Action Surge feature to cast non-cantrip spells except those granted by a Fighter Martial Archetype using a 4th level or lower spell slot."

Why: Reduces the overwhelming appeal of a 2 Fighter dip for casters, and prevents the abuse of a feature that becomes too powerful when used to cast high level magic.


Two-Weapon Fighting Extra Attack (Fighter): "At Fighter level 11, whenever you expend a Bonus Action to use Two-Weapon Fighting (PHB Page 195), you can make two attacks with your off-hand weapon instead of one."

Why: Allows Fighter builds orientated towards dual wielding and use of Two-Weapon Fighting to keep pace with the damage output of Fighter builds using large two-handed weapons.


Relentless, Revised (Fighter): "At Fighter level 10, whenever you start your turn (or every 6 seconds outside of combat) and have no superiority die, you regain 1 superiority die. At Fighter level 15, you regain this die per these conditions while you have 1 or less superiority die."

Why: Improves and gives earlier access to a class feature that is both far too weak and deferred.


Wild Shape & Polymorph Effects (Druids and Spells): "Any damage taken while polymorphed or otherwise in a form other than your default form applies to your default form when that effect ends."

Why: Prevents abuse of polymorph effects as a massive and recurring HP buffer, particularly in the case of Circle of the Moon Druids.


Spells:
Wild Shape & Polymorph Effects (Druids and Spells): "Any damage taken while polymorphed or otherwise in a form other than your default form applies to your default form when that effect ends."

Why: Prevents abuse of polymorph effects as a massive and recurring HP buffer, particularly in the case of Circle of the Moon Druids.


Create Undead: Create Undead has been replaced with Animate Dead as written below.

Why: Create Undead rendered redundant.


Simulacrum: Simulacrums cannot cast spells above the 5th level.

Why: Simulacrums being able to self-replicate and cast high level spells such as Wish is too powerful.


Wish: Any use of Wish to do anything other than cast a level 8 spell or lower is explicitly subject to DM arbitration. Though Wish can cast any level 8 spell or lower, the greater cast time of that spell and Wish is utilized in order to cast any spell in this way, otherwise doing so counts as having used an effect other than casting a level 8 spell or lower.

Why: Wish can be potentially abused to achieve unlimited wealth, permanent resistance in perpetuity and other game breaking effects if this limitation isn't in place, as well as creating a Simulacrum instantly.


Conjure Spells (Conjure Animals, Conjure Minor Elementals, Conjure Woodland Beings, Conjure Celestial, Conjure Elementals, etc...): These spells now have a duration of Concentration, up to 1 minute. Further, creatures summoned by these spells can take no actions on their turn other than the Dodge action, and will only defend themselves against hostile creatures unless their summoner used an Action to command them, or summon them prior to their turn.

Why: The duration of 1 hour these spells have effectively allow their users to obviate the need for melee classes and give them inordinate power through multiplied action economies for long periods of time.


Animate Dead:
Animate Dead
3rd-level necromancy
Casting Time: 1 minute
Range: 10 feet
Components: V, S, M (a drop of blood, a piece of flesh, a pinch of bone dust and a black onyx worth 50 gp; if used to create undead, it is consumed by the spell)
Duration: Instantaneous
You can create or reassert control over a total 1 CR worth of zombie, ghoul, wight, skeleton, ghost, spectre, shadow or wraith creatures from up to 2 corpses and bone piles within range (The DM has that creature's game statistics). Each undead created in this way must come from a different intact corpse or set of bones as appropriate (zombies, wights and ghouls must come from corpses as an example). Any of these remains that were used by this spell but do not comprise an undead created in this way turn to dust. Corporeal undead created in this way are of the same size and shape of the remains they were created with, and turn to dust upon being destroyed. Creatures created by this spell are under your control for 24 hours or until you cast this spell again, whichever comes first (if you cast this spell and don't use it to reassert control over an undead creature you created with it, it is no longer under your control). Undead creatures controlled with this spell lose the ability to spawn new undead. On your turn, as an Action, you can mentally command any creature you made with this spell if that creature is within 60 feet of you. You decide what actions the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. A creature given orders in this way continues to follow it until its task is complete or you no longer control it.
At Higher Levels: For each spell level beyond the 3rd this spell is cast at, you create or reassert control over +1 CR worth of undead creatures targeting up to +2 extra corpses, and it requires +1 extra minute to cast and +25 extra gp worth of black onyx material components.

Why: Prevents creation of overtly large necrohorde armies that invalidates the need for physical fighters.



Mirror Image:

Mirror Image:
2nd-level illusion
Casting Time: 1 action
Range: Self
Components: V, S
Duration: Concentration, up to 1 minute
Effect: Three illusory duplicates of yourself appear in your space. Until the spell ends, the duplicates move with
you and mimic your actions, shifting position so it’s impossible to track which image is real. You can use your action to dismiss the illusory duplicates.
Each time a creature targets you with an attack during the spell’s duration, roll a d20 to determine whether the attack instead targets one of your duplicates as follows:

3 Duplicates: Roll 6+
2 Duplicates: Roll 8+
1 Duplicate: Roll 11+

A duplicate’s AC equals 10 + your Dexterity modifier. If an attack hits a duplicate, the duplicate is destroyed. A duplicate can be destroyed only by an attack that hits it. It ignores all other damage and effects. As an Action or Bonus Action, you can make a destroyed duplicate reappear.
A creature is unaffected by this spell if it can’t see, if it relies on senses other than sight, such as blindsight, or if it can perceive illusions as false, as with truesight.

Why: Mirror Image is too good without Concentration and shouldn't be an exception to the Concentration duration rule. In reciprocity, I've given the caster the ability to recover destroyed duplicates at the cost of Actions and Bonus Actions, and stopped the spell from ending when all duplicates are destroyed.


Sleep:
Sleep
1st-level enchantment
Casting Time: 1 action
Range: 90 feet
Components: V, S, M (a pinch of fine sand, rose petals, or a cricket)
Duration: Concentration, up to 1 minute
Effect: This spell sends creatures into a magical slumber. Roll 5d8; the total is how many hit points of creatures
this spell can affect. Creatures within 20 feet of a point you choose within range are affected in ascending order of their current hit points (ignoring unconscious creatures). Starting with the creature that has the lowest current hit points, each creature affected must make a Wisdom saving throw or fall unconscious until the spell ends, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. Subtract each creature’s hit points from the total before moving on to the creature with the next lowest hit points. A creature’s hit points must be equal to or less than the remaining total for that creature to be affected.
Undead, constructs, and creatures immune to being charmed aren’t affected by this spell.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, roll an additional 4d8 for each slot level above 1st.

Why: Originally this spell was far too powerful at early levels, and too weak later on due to its lack of a saving throw, and its poor scaling.



Telekinesis:
Telekinesis
5th-level transmutation
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Concentration, up to 10 minutes
Effect: You gain the ability to move or manipulate creatures or objects by thought, and form localized barriers of telekinetic force. When you cast the spell, and as your action each round for the duration, you can exert your will on one creature or object that you can see within range, subjecting it to one effect of your choice below.
If the target of the chosen effect is unwilling, you must succeed on an ability check with your spellcasting ability contested by the target’s Strength check (or the Strength check of the creature possessing an attended object. Unattended objects automatically fail) for that effect to occur. You can only Fling and Move/Crush objects that weigh 1000 pounds or less. These effects last on a target until you change that target, or until the end of your next turn.
Fling: Make a ranged weapon attack against a target with proficiency using your caster ability modifier in place of your Dexterity modifier. It has a range equal to your caster ability modifier x 10 feet and a long range equal to twice that. On a hit, the flung object or creature deals 1d6 damage for every 100 pounds it weighs (minimum 1d6, maximum 10d6) + your caster ability modifier. A creature or object hit in this way must make a Strength saving throw or be knocked prone. The flung object or creature also takes this damage, and ends its movement adjacent to the target, falling prone.
Move/Crush: You can move the target up to your caster ability modifier x 10 feet in any direction, including upward but not beyond the range of this spell, or you can crush it, dealing 8d6 bludgeoning damage. While this effect is active, you may have the target be restrained in your telekinetic grip. A target lifted upward is suspended in mid-air. If the target is an object you can manipulate it per the Use an Object action, or have it make an attack, using your caster ability modifier in place of your Strength or Dexterity modifier for its attack and damage rolls. If that object isn’t a weapon, or if it is a weapon you don’t have proficiency with, it counts as an improvised weapon.
Shield: You can form a telekinetic shield around you or a creature or object within range that you can see. This shield grants a bonus to the target’s AC, Strength and Dexterity saves equal to your caster ability modifier (minimum 1). If an attack, spell or effect would have an effect on the target protected by your shield on a miss or successful Strength or Dexterity save (such as half damage) it instead has no effect on that target.
Casting At Higher Levels: For each spell level above the 5th this spell is cast at the following benefits apply to it:

You can target a creature or object weighing an extra 1000 pounds.
Crush damage increases by +2d6.
The range of this spell extends by 30 feet.

For every two spell levels above the 5th this spell is cast at, the Shield effect bonuses increase by +1, and you can target an additional creature or object.

Why: I didn't feel that Telekinesis as it stood appropriately defined the scope of this spell. This is a change that's more nice to have than one that significantly impacts the game or a class.

Surrealistik
2014-08-31, 12:36 PM
Added a bunch of spell and feature balance orientated fixes.

Zweisteine
2014-08-31, 03:35 PM
Some of these changes are smart, but others among them seem unnecessary, or just poorly-executed.


Spell Mastery & Signature Spell (Wizard): Spell Mastery and Signature Spell switch level prerequisites; you get Spell Mastery at level 20 and Signature Spell at level 18.

Why: This is intended to force players to go pure Wizard in order to acquire use of the Shield spell in perpetuity; having unarmored defense/heavy armour + perpetual Shield is far too strong.
While I see what you're doing here, your reasoning seems a bit odd. Though it does seem to me odd that Wizards get at-will spells at 18th level and more limited free spells at 20th, I don't see how that is too game-breaking.

Just using your own example, a character having heavy armor and constant shield actually isn't too unbalanced. This would cost the wizard their capstone, and at least one high-level spell slot (as well as their reaction each turn they are attacked), for armor proficiency. They also would have had to take a level in a class granting heavy armor proficiency before their wizard levels, because no class grants heavy armor when multiclassing, except certain cleric domains (and that should probably be house rules away as well), so their casting would deb delayed one level. In exchange, they get a high AC, which isn't too impressive at level 20.
In any cast, one spell is not reason enough to warrant a change in the rules, unless the change is to the spell itself.

But really, shield? Why that of all the low-level spells? You aren't worried about perpetual invisibility or misty step (looking only at spells in the basic rules)?




Perfect Self (Monk): Effect is changed to: "At the start of each of your turns, if you have less than 8 Ki, you regain 1 Ki."

Why: Perfect Self as it stands is too weak. Further, this version of the capstone will be of value to a PC with much greater consistency, and allows a Monk to always be able to use some kind of Ki ability without trivializing the value of a short rest in relation to Ki acquisition.
Perfect self really does need a boost, though this might not be right (I thought it was good at first, but as I wrote the next part, I changed my mind). I must ask, though, why 8?

To play the devil's advocate, though, I think I understand why this is not already the rule. I recall perfect self acting like this in the last play test, and they must have had a reason to change it. Regenerating Ki points essentially allows constant use of the core monk Ki abilities, and with time, the infinite use of all Ki abilities. This is much the same as allowing a Wizard to regain spell slots each turn when he is almost out of magic for the day, or letting a Sorcerer gain his points back each turn. The fix I might use would be something along the line of "if you have less than X Ki points when you roll initiative, your Ki points are set to X." X could be 4, or 8, but I would probably set it at 6.



Action Surge (Fighter): You cannot use actions gained via the Action Surge feature to cast non-cantrip spells.

Why: Reduces the overwhelming appeal of a 2 Fighter dip for casters, and prevents the abuse of a feature that becomes too powerful when used to cast high level magic.
It would be better, I think, for this to be part of the general spell casting rules, rather than specific to this ability. Under casting time: action, it could say that if you cast a spell as an action, and have the opportunity to take another action, you may not use the second action to cast any spell other than a cantrip. This prevents abuse of action surge for spellcasting, but it allows you to take your action, then use the surge to cast a spell.



Wild Shape & Polymorph Effects (Druids and Spells): When you transform via a polymorph or Wild Shape effect, you do not assume the hit points and hit dice of the creature you transform into. Further, any damage taken while you're transformed in this way are deducted from your hit points.

Why: Prevents abuse of polymorph effects as a massive and recurring HP buffer, particularly in the case of Circle of the Moon Druids.
For normal druids, wild shape isn't going to give you an hp boost. You can't turn into anything all that tough. In fact, the lowered hit points are a limiter, in that even high level non-moon druids will turn back if they take even one sufficiently damaging attack.
Polymorph isn't particularly abusable as an HP buffer, I think. In that capacity, it increases survivability and does little else, which is generally something you want in a party, even as the DM.
It also doesn't make much sense flavor-wise. If you were magically creating a new body for yourself, why would you not code your wounds?
I think this falls under the more general problem of "polymorph is broken," though it is far more balanced than it was in third edition.



About the spell modifications you present:

I recommend replacing the altered spells with text describing your changes. That makes it easier to review them, and prevents any possibility of copyright infringement by duplicating the printed text of a spell unique to the PH.

Also, forcing sleep to allow a save is really good.

Surrealistik
2014-08-31, 04:54 PM
Some of these changes are smart, but others among them seem unnecessary, or just poorly-executed.

While I see what you're doing here, your reasoning seems a bit odd. Though it does seem to me odd that Wizards get at-will spells at 18th level and more limited free spells at 20th, I don't see how that is too game-breaking.

Just using your own example, a character having heavy armor and constant shield actually isn't too unbalanced. This would cost the wizard their capstone, and at least one high-level spell slot (as well as their reaction each turn they are attacked), for armor proficiency. They also would have had to take a level in a class granting heavy armor proficiency before their wizard levels, because no class grants heavy armor when multiclassing, except certain cleric domains (and that should probably be house rules away as well), so their casting would deb delayed one level. In exchange, they get a high AC, which isn't too impressive at level 20.
In any cast, one spell is not reason enough to warrant a change in the rules, unless the change is to the spell itself.

But really, shield? Why that of all the low-level spells? You aren't worried about perpetual invisibility or misty step (looking only at spells in the basic rules)?

Shield isn't the only reason for this change, though yes, I probably should have elaborated on the others (Blur, Mirror Image, etc).

Further, having 26 AC via Heavy Armour per a defense focus Fighter dip (a dip you'd take anyway for Action Surge; the loss of the present capstone is easily worth it) + Shield, before any other kind of enhancement or magical armour is broken, particularly when combined with something like Blur. No one even comes close to that except a Barbarian with his capstone and maxed out Dex and Con (AC 24), and then you have full casting on top of all this. Definitely too powerful.

Also, the loss of your reaction isn't really a meaningful opportunity cost as an 18 Wizard/2 Fighter.


Perfect self really does need a boost, though this might not be right (I thought it was good at first, but as I wrote the next part, I changed my mind). I must ask, though, why 8?

To play the devil's advocate, though, I think I understand why this is not already the rule. I recall perfect self acting like this in the last play test, and they must have had a reason to change it. Regenerating Ki points essentially allows constant use of the core monk Ki abilities, and with time, the infinite use of all Ki abilities. This is much the same as allowing a Wizard to regain spell slots each turn when he is almost out of magic for the day, or letting a Sorcerer gain his points back each turn. The fix I might use would be something along the line of "if you have less than X Ki points when you roll initiative, your Ki points are set to X." X could be 4, or 8, but I would probably set it at 6.

8 because it allows you to use any of your Ki abilities at least once.

Further the way Perfect Self used to work is that it allowed you to regenerate 1 Ki as an action; the main problem with this is two-fold: it wasn't very useful in combat itself, and it allowed you to enter every fight with full Ki points without any resting. My proposal addresses both issues.

As far as your proposal goes, I don't like it primarily because it's situational (only ever comes into play when you don't get a short rest; you might argue this is true of mine but it actively regenerates your Ki in combat when you get low, so it virtually always has some benefit to offer).


It would be better, I think, for this to be part of the general spell casting rules, rather than specific to this ability. Under casting time: action, it could say that if you cast a spell as an action, and have the opportunity to take another action, you may not use the second action to cast any spell other than a cantrip. This prevents abuse of action surge for spellcasting, but it allows you to take your action, then use the surge to cast a spell.

I'd be fine with either solution; I worded mine as to address the specific issue and not to make systemic changes for fear of interfering with elements like say Time Stop. Best to keep the scope of a nerf as limited as possible.


For normal druids, wild shape isn't going to give you an hp boost. You can't turn into anything all that tough. In fact, the lowered hit points are a limiter, in that even high level non-moon druids will turn back if they take even one sufficiently damaging attack.
Polymorph isn't particularly abusable as an HP buffer, I think. In that capacity, it increases survivability and does little else, which is generally something you want in a party, even as the DM.
It also doesn't make much sense flavor-wise. If you were magically creating a new body for yourself, why would you not code your wounds?
I think this falls under the more general problem of "polymorph is broken," though it is far more balanced than it was in third edition.

How abusable a polymorph effect is in terms of granting an HP buff depends on what kind of creature it allows you to transform into; higher level polymorph effects and Shapeshift are most _definitely_ abusable in this fashion. HP buffering as an issue is at its worst by far in consideration of Moon Druids, but is problematic in general, so I thought to be encompassing here.

That said, I'd be fine with allowing you to assume the HP pool of whatever you morphed into for the sake of verisimilitude, but any damage you take while polymorphed definitely should apply to your regular HP pool when the polymorph ends.

Surrealistik
2014-09-14, 12:51 PM
Added a bunch of revisions and fixes for the following game elements:


Warlock Capstone
Conjure spell series
Wish
Simulacrum

ocel
2014-09-14, 04:53 PM
Nicely done, Surrealistik! These amendments to the core rules you've written look balanced to me! Might I suggest a change to the Mirror Image spell as well? The spell, as is, seems too easy to abuse; there's no rule in it, as far as I can tell, that prevents a caster from using another buff while it's in effect. My solution to this problem is simple: add concentration to its duration.

Surrealistik
2014-09-16, 11:07 AM
Thanks Ocel!

I'm not sure about whether to give Mirror Image a Concentration duration, because it would mean that something like Blur for example, would pretty well be superior. I think the spell would have to be reworked such that you could regenerate a destroyed image as an Action or Bonus Action to warrant this.

ocel
2014-09-19, 10:16 AM
I think the spell would have to be reworked such that you could regenerate a destroyed image as an Action or Bonus Action to warrant this.
Hmm... yeah, that could work. What other revisions do you think this spell should have? Also, what else do you plan to make in the future?

Surrealistik
2014-09-21, 11:10 PM
Hmm... yeah, that could work. What other revisions do you think this spell should have? Also, what else do you plan to make in the future?

Not sure at this point; in this thread I'm trying to keep my changes minimal and constrain them to more essential/important fixes.

That said, I have changed Mirror Image to Concentration duration 1 minute, and allowed the user to recover a destroyed image as an Action or Bonus Action.

ocel
2014-09-22, 09:33 PM
Ah, I see. Thank you. How about we look for another spell to fix? Or write one for a class or two? I've been thinking of remaking the rangers and paladins of this edition into something like warlock's. Fewer spells, faster recovery times and whatnot. I suggested something similar to Zweisteine, except it was for his Eldritch Knight fix. Haven't received a response to that though, not sure why. Anyway, what do you think?

Vowtz
2014-09-23, 12:49 AM
Nice ideas, I was doing the same thing myself, creating my own house rules and changing OP abilities, like wild shape and simulacrum.

My monk capstone is almost the same as yours, I'll paste my monk changes below:

:::::::::::::::::::::::::::::::: Monk :::::::::::::::::::::::::::::::::::

Level 3 - Ki Recharge

If you remain one minute with less than one third your total ki and spend one minute doing an activity not related to combat or concentrating, you now have 1/3 your level in ki (rounded down).


Level 20 - Perfect Self

Starting your turn, if you have less than 6 ki, you regain 1 ki.

-------- [-] Open Hand [-] ---------


-----------------------------------------

-------- [-] Shadow [-] ---------

3: (-) Shadow arts.

6: (-) You can expend 1 ki to gain +1d6 sneak attack with unarmed strikes and any monk weapon for 1 minute if you are not concentrating. Activating This ability requires no action.
(-) Shadow Step.

11: (-) You can expend 1 ki to gain +2d6 sneak attack with unarmed strikes or any monk weapon for 1 minute if you are not concentrating. Activating this ability requires no action.
(-) Cloak of shadows.

17: (-) Opportunist

-----------------------------------

-------- [-] Elemental [-] ---------

New Elemental Art:

Fist of the Ascending Dragon (6th Level Required):

As a reaction you can spend 2 ki to target a creature that is at your unarmed strike's range. The creature must make a strength or dexterity saving throw (your choice). On a failed save it takes your unarmed strike damage or your melee weapon's damage and is knocked prone. On a successfull one the creature takes half damage and has no other effect. You can only use this attack on your turn if you already used your action and bonus action and you can't move until the start of your next turn.
-----------------------------------------

ocel
2014-10-07, 12:31 PM
I have found some more spells for you to fix, Surrealistik: Bane, Bladeward, Bless, Conjure Barrage, Conjure Volley, and Foresight. Also, can you reply to this post and those before it? I believe there are still some things we should discuss.

Surrealistik
2014-10-16, 09:41 AM
Thanks for posting guys.

@ Vowtz: I've tried to be as conservative as possible with my changes, applying them only where I deem it either necessary, or especially important.

The only thing I'd change about the monk at this point, aside from Perfect Self, is the laughable weakness of the Open Fist Tranquility and Wholeness of Body features which I've posted in my monk homebrew thread.


@ ocel: I'll look into those, but I'm not sure how necessary nerfs/changes are. I'm very leery about tampering with Foresight for example because, just like with Mirror Image, the fact that it requires no concentration is what makes it competitive with other spells of its level.

Galen
2014-10-21, 01:47 PM
Action Surge (Fighter): You cannot use actions gained via the Action Surge feature to cast non-cantrip spells.

Why: Reduces the overwhelming appeal of a 2 Fighter dip for casters, and prevents the abuse of a feature that becomes too powerful when used to cast high level magic.

I would change that to: "you cannot use actions gained via the Action Surge feature to cast non-cantrip spells, other than spells granted by the Eldritch Knight class."

I mean, Action Surge and Eldritch Knight spellcasting are supposed to go hand in hand. It's the same class, even ...

Surrealistik
2014-10-25, 08:22 PM
I would change that to: "you cannot use actions gained via the Action Surge feature to cast non-cantrip spells, other than spells granted by the Eldritch Knight class."

I mean, Action Surge and Eldritch Knight spellcasting are supposed to go hand in hand. It's the same class, even ...

I actually kind of like that; fixed:

Action Surge (Fighter): You cannot use actions gained via the Action Surge feature to cast non-cantrip spells except those granted by a Fighter Martial Archetype using a 4th level or lower spell slot.

AgentPaper
2014-10-25, 10:21 PM
I don't know if you've seen it elsewhere, but I'd suggest a tweak to the Fighter's extra attack feature, such that at level 11, it allows a Fighter to make two attacks with their bonus action while dual-wielding, compared to the normal 1.

I could go into a lot of detail as to why this is necessary, but essentially it allows a two-weapon fighter to keep up past level 11, whereas normally they are out-paced by other fighting styles.

Surrealistik
2014-10-28, 01:43 PM
I don't know if you've seen it elsewhere, but I'd suggest a tweak to the Fighter's extra attack feature, such that at level 11, it allows a Fighter to make two attacks with their bonus action while dual-wielding, compared to the normal 1.

I could go into a lot of detail as to why this is necessary, but essentially it allows a two-weapon fighter to keep up past level 11, whereas normally they are out-paced by other fighting styles.

Added:

Two-Weapon Fighting Extra Attack: At Fighter level 11, whenever you expend a Bonus Action to use Two-Weapon Fighting (PHB Page 195), you can make two attacks with your off-hand weapon instead of one.

Why: Allows Fighter builds orientated towards dual wielding and use of Two-Weapon Fighting to keep pace with the damage output of Fighter builds using large two-handed weapons.


Having done the math, I personally don't think this is quite as vital as the other additions, but I can definitely see the case for it.

Surrealistik
2014-10-31, 03:30 PM
Added:

Pact of the Chain, (Warlock):
Your familiars have a bonus to their attack rolls, skill checks, damage rolls, saving throws and DCs equal to the proficiency bonus that would be granted by your Warlock levels only, and have hit dice equal to the greater of their existing hit dice, or your Warlock level (their maximum HP equals the average roll of those dice, rounded up).

Why: Allows Pact of the Chain to better scale with alternatives like Pact of the Tome.

Surrealistik
2014-11-06, 02:07 PM
Added:

Relentless, Revised (Fighter): "At Fighter level 10, whenever you start your turn (or every 6 seconds outside of combat) and have no superiority die, you regain 1 superiority die. At Fighter level 15, you regain this die per these conditions while you have 1 or less superiority die."

Why: Improves and gives earlier access to a class feature that is both far too weak and deferred.